Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch
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Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch

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Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch

Free-For-All (FFA) strips a shooter down to its rawest form: no teams, no objective, everyone against everyone. You spawn, you fight whoever's nearest, you die, you respawn instantly, and you do it again — racking up eliminations until someone hits the kill cap. It's the default warm-up and aim-trainer for competitive Fortnite players, and one of the easiest modes to build well. This Game Modes entry breaks the frag-race loop down and builds a compile-verified Verse scoreboard that tallies each player's eliminations and ends the match at the cap.

1. What it is

<!-- section-art:1-what-it-is --> Free-For-All in UEFN: Build the Everyone-vs-Everyone Deathmatch: 1. What it is

Instant Respawn

FFA is a solo deathmatch mode. There are no allies — every other player is a target. The structure is dead simple:

  • Respawns are instant and constant — death is a minor setback, not an elimination.
  • Score = your eliminations. Each frag adds to your personal total.
  • The match ends when someone reaches the kill cap (e.g. 25) or the timer expires; highest frags wins.

Because it's pure gunplay with zero downtime, FFA is the canonical place to warm up your aim before ranked.

2. Type of game

Attribute Typical value
Genre Deathmatch / aim warm-up
Teams None — every player for themselves
Players 4-16 in one arena
Match length First to N frags, or a fixed timer
Respawns Instant, unlimited
Map shape A compact symmetrical arena with fast sightlines and quick rotations

3. The loop

Every life is the same tight loop: spawn, fight, score or die, respawn — repeated at high speed until someone hits the cap.

flowchart TD A[Spawn with loadout] --> B[Find the nearest enemy] B --> C{Win the fight?} C -->|Yes| D[Frag +1 to your score] C -->|No| E[You die] D --> F{Reached kill cap?} F -->|Yes| G[You WIN the match] F -->|No| B E --> H[Instant respawn] H --> A

The magic is the flow: no objectives to think about, no teammates to coordinate with — just pure, continuous fighting and the score ticking up.

4. Why it's fun

  • Maximum action density. Every second is a fight. No looting, no rotating, no waiting — just combat.
  • Pure skill mirror. With no team to carry or blame, your frag count is exactly as good as your aim and movement.
  • Zero-stakes respawns. Dying costs you two seconds, so you take risks and experiment freely — that's why it's the perfect warm-up.
  • Instant readability. Anyone understands "shoot everyone, most kills wins" in one sentence.
  • Self-balancing. The player who's dominating becomes everyone's target, which naturally tightens the race.

5. Who made the great ones

FFA overlaps heavily with the aim-trainer scene:

  • you_should🎯AIM BOT FFA🎯 (code 7829-3728-8801) blends FFA against bots with aim drilling, a hugely popular warm-up format.
  • Donwozi — the legendary Skaavok Aim Trainer set the template for combat warm-up maps; its FFA-style drills are a daily ritual for competitive players.
  • Clix CreativeClix Aim Trainer packs 18 drills including target-switching and flicks, the skills FFA exercises.
  • The in-game Team Deathmatch / FFA category on Creative HQ indexes the most-played pure-combat arenas.

6. Examples / variants

  • Classic FFA — one arena, instant respawns, first to N frags.
  • Gun Game FFA — every frag swaps your weapon (covered in its own series entry).
  • Bot FFA — fight AI targets for pure aim reps with no human variance.
  • Timed deathmatch — fixed clock instead of a kill cap; most frags when time runs out.

7. How to make it in UEFN / Verse

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FFA Scoreboard Tower

The devices you'll place

  • Elimination Manager (elimination_manager_device) — fires EliminatedEvent on each frag, the single event the whole mode runs on.
  • Class Designer / Item Granter — to give every player the same starting loadout on spawn.
  • Player Spawn Pads spread around the arena (FFA needs many, far apart, so you don't spawn into a fight).
  • No team settings needed — FFA is teamless by design.

The Verse mechanic that ties it together

Loadouts and respawns are device-driven. Verse owns the personal scoreboard: a per-player frag tally that ends the match when someone hits the cap. The series staple returns — subscribe to an event, react — but this time we key the score by the individual agent, using a [agent]int map.

# elimination_manager_device fires EliminatedEvent : agent on each frag.
# Configure it to send the ELIMINATOR (the scorer), not the victim.
EliminationManager.EliminatedEvent.Subscribe(OnFrag)

The key data structure is a map keyed by the agent — the per-player version of the team map you saw in Capture the Flag:

var Frags : [agent]int = map{}          # each player's running frag count
Current := Frags[Scorer] or 0           # default 0 for a first frag

The full, compile-verified scoreboard device

Drop this ffa_device into your project, wire the @editable Elimination Manager (set to report the eliminator), and it keeps a per-player frag count and declares a winner at the kill cap. It's a standalone creative_device, so it compiles on its own.

How it works, line by line

  1. @editable EliminationManager is configured in the editor to send the eliminator (not the victim) as the event agent — that's the scorer.
  2. OnBegin subscribes to EliminatedEvent; one handler runs the whole mode.
  3. Frags : [agent]int is a map keyed by the individual player — the per-agent analogue of the [team]int map from Capture the Flag.
  4. Frags[Scorer] or 0 reads a player's total with a default of 0 for their first frag; set Frags[Scorer] = NewScore stores it back (wrapped in if (...) {} because map-set is failable).
  5. At NewScore >= FragsToWin the match is over and the top fragger is crowned.

Gotchas

  • Configure the manager to send the eliminator. By default an Elimination Manager can report the victim; for a frag scoreboard you need the scorer — set that in the device options.
  • Map-set is failable. if (set Frags[Scorer] = NewScore) {} is required — the same pattern as the team score map in CTF.
  • Spread your spawns wide. FFA's one real balance lever is spawn placement — far apart and out of sightlines so nobody spawns into a crossfire.
  • No teams, on purpose. Don't add team settings; FFA's identity is that everyone is a valid target.

Recap

  • Free-For-All is teamless deathmatch: spawn, fight everyone, respawn instantly, most frags wins.
  • The fun is maximum action density and a pure skill mirror — it's the competitive scene's default warm-up.
  • In UEFN the Elimination Manager (set to report the eliminator) is the one event the mode runs on.
  • The Verse pattern is the series staple with a twist: a [agent]int map keyed by player, incremented per frag, ending the match at the kill cap.
  • Wide, safe spawn placement is FFA's main balance craft.

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Turn this into a guided course

Add Game Modes — Free-For-All: the no-teams frag race, the respawn-and-rack-up loop, and a compile-clean Verse per-player scoreboard device to your free study plan — we'll suggest related pages and stitch the lot into one compile-checked, self-guided lesson with worked examples and quizzes.

Original tutorial generated by Verse Island from the Verse/UEFN knowledge base, with references to the Epic Games sources above. Code is validated against the knowledge base.

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